Paladin

Ability Requirements :	Strength 12
				Constitution 9
				Wisdom 13
				Charisma 17

Prime Requisites:	Strength
			Charisma

Races Allowed:	Human

A Paladin with a score of 16 or more in strength will gain 5% bonus to his experience points, and with a score of 16 or more in charisma he will gain an additional 5% bonus to his experience points.
A Paladin may only be of Lawful Good alignment.
A Paladin can use all weapons and armors/shields.
A Paladin have a hit dice of d10, the thaco of warriors, and the saving throws of warriors.
A Paladin can use all magical items allowed to warriors.
A Paladin who is unencombred and wearing no armors receive a dexterity bonus of +2 to his armor class.
A Paladin may not possess more than 10 magical items. Futhermore, these may not exceed one suit of armor, one shield, four weapons (arrows and bolts are not counted), and four other magical items.
Paladin gains bonus spells from a high wisdom score.
	A Paladin may only keep enough treasure to support himself in a modest manner, pay his henchmen, men-at-arms, and servitors a reasonable rate, and to construct or maintain a small castle or keep (Founds can be set aside for this purpose). All excess must be donated to the church or another worthy cause. This movey can never be given to another player character or NPC controlled by a player.
	A Paladin must tithe to whatever charitable, religious institution of lawful good alignment he serves. A tithe is 10 percent of the paladin’s incomes, wheter coins, jewels, magical items, wages, rewards, or taxes. It must be paid immediately.
	A Paladin may only employ lawful good henchmen (or those who act in such a manner when alignment is unknown). A Paladin will cooperate with character of other alignment only as long as they behave themselves. He will not abide the company of those who commit evil or unrighteous acts.
	A Paladin who has the same memorize spell than another spellcaster is casting, can swap it in order to cancel the spell effects. In order to do so, a Paladin must have an initiative roll quicker than the opponent but must not have taken any action before the other spellcaster start to cast it’s spell, make a Hold Attack, roll a successful wizardly or priestly spellcraft roll in the same time the other spell is being cast, to identify the spell to cancel it. Remember that in order to succeed, the correct spellcraft proficiency must be chosen since wizardly spellcraft only detect arcane spells and priestly spellcraft only detect divine spells. If he choose to cancel the cast spell, this will be his action for that round. The swap spell is wipe out of the caster’s mind if used in this manner. An unsuccessful spellcraft roll result in an unidentify spell cast and can’t be cancel for that round. The cancel spell effect will only take place when the other spellcaster will finish to cast it’s spell since you will be casting the counter spell.

Paladin Spell Progression
Paladin		Spell Per Day*
Level		1	2	3	4
1		-	-	-	-
2		-	-	-	-
3		-	-	-	-
4		0	-	-	-
5		0	-	-	-
6		1	-	-	-
7		1	-	-	-
8		1	0	-	-
9		1	0	-	-
10		1	1	-	-
11		1	1	0	-
12		1	1	1	-
13		1	1	1	-
14		2	1	1	0
15		2	1	1	1
16		2	2	1	1
17		2	2	2	1
18		3	2	2	1
19		3	3	3	2
20		3	3	3	3
21		3	3	3	3
22		3	3	3	3
23		3	3	3	3
24		4	3	3	3
25		4	4	3	3
26		4	4	3	3
27		4	4	4	3
28		4	4	4	3
29		4	4	4	3
30		5	4	4	4
Paladin gains minor access to the sphere of Combat, Divination, Healing, and Protection.
* When the Paladin receive 0 spell per day, he may only use his bonus spells if any to use his spells.

Priestly Spell Point Progression
	Max, Spell
PaladinMomorize at	Spell
Level	Each Level	Points1
4	2		0
5	2		0
6	3		4
7	3		4
8	3		4
9	3		4
10	3		10
11	3		10
12	3		20
13	3		20
14	4		24
15	4		39
16	4		45
17	4		55
18	5		59
19	5		90
20	5		105
21	5		105
22	5		105
23	5		105
24	6		109
25	6		117
26	6		117
27	6		132
28	6		132
29	6		132
30	7		151

Priestly Spell Cost By Level

Spell	
Level	Fixed	Free	
Orison	-	1	
1st	4	8	
2nd	6	12	
3rd	10	20	
4th	15	30	

Proficiency Group Crossovers: Warrior, Priest, General.

	Weapon Proficiency			Nonweapon Proficiency
Initial		#Level		Penalty	Initial		#Level
4		3		-2		3		3

Paladin can use and specialize in all fighting styles.
Wealth Option : (5d4) x 10 GP

# of Attack Per Round
Fighter
Level		# of Att/rnd
1-6		1/1
7-12		3/2
13+		2/1

Paladins have 70 character points with which to purchase abilities.

5	Circle of Power[Skills & Powers]
10	Curative[Skills & Powers]
5	Detection[Skills & Powers]
5	Faithful Mount(See below)[Skills & Powers]
5	Healing(See below)[Skills & Powers]
5	Health[Skills & Powers]
10	Poison Resistance[Skills & Powers]
5	Protection from Evil[Skills & Powers]
10	Resist Charm[Skills & Powers]
10	Saving Throw Bonus[Skills & Powers]
10	Turn Undead(See below)[Skills & Powers]
15	Weapon Specialization[Skills & Powers]
5+	Alternate Sphere Access[Spells & Magic]
7	Increased Spell Progression (Treat the paladin as 3 level higher to determine Spells per Day)
10	Defense Bonus[See the Fighter section in Skills & Powers]
5	Access to the Sphere All
5	Aura of Courage(See Below)
10	Smite Evil(See Below)
5+	Nonweapon Proficiency Group Crossovers (Priest)
10+	Weapon Proficiency Group Crossovers(10 character points per new class)
3/5	Weapon Proficiency Bonus : 1/5 Level for 3 points, 1/4 level for 5 points
5	Hit point Bonus(d12)
5	Combat Bonus(Monster thaco)
3/5	Nonweapon Proficiency Bonus: +1 initial, +1/level after 1st level for 3 points, +2 initial, +2/odd level, +1/even level for 5 points
1	One Nonweapon Proficiency Bonus
2	One Weapon Proficiency Bonus

Restriction
5+		Limited magical Item Use[See the Fighter section in Skills & powers]
5/10/15	Reduced Hit Points(d8/d6/d4)
5/10/15	Limited Armor(Medium/Light/None)
10/15/20	Limited Weapon Selection(Thief/Wizard/None)
10/15/20	Reduced Combat Ability(Priest/Rogue/Wizard thaco)
15/20		Lose the Warrior Ability Bonus(See below)

	Lose the Warrior Ability Bonus: For a 15-point ability, the character wont receive the extra hit point form a high constitution, the number between (), and for a 20-point ability, the character wont be able to possess a strength score higher than 18, strength between 18/01 and 18/00 are prohibited to the character.

Aura of Courage: Immune to Fear(Magical or otherwise) at 2nd level. Allies within 10 feet of the paladin gain +2 moral bonus save vs. fear effects.

	Smite Evil: Once per day, a Paladin of 2nd level or higher may attempt to smite evil with one melee attack. She adds her Charisma/Loyalty Base modifier (if positive) to her attack roll and deals 1 extra point of damage per Paladin level. If the Paladin accidently smites a creature that is not evil, the smite has no effects but it is still used up for the day.

	Turn/Control Undead: A Paladin can turn undead a number of time per day equal to three + the character=s charisma/leadership bonus.

	Healing:	A Paladin may choose to give all or just a certain amount of cured hit point back to an injured character. Doing so will allow a paladin to cure more than once per day, with it’s lay on hands ability, if he so desired. But remember that a paladin may never exceed it’s maximum hit point recovery of it’s lay on hands. If they are remaining healing points that the paladin haven’t use before the day is finished, he wont accumulate them, he will simply lose them.

	Faithful Mount:	The paladin’s mount is different from a standard animal of its type in many ways. The standard mount for a Medium-size paladin is a warhorse, and the standard mount for a Small paladin is a warpony. Your DM may work with you to select another kind of mount, such as riding dog. A paladin’s mount is a magical beast, not an animal. It is superior to a normal mount of its kind and has special powers, as shown below:

Paladin	Bonus	Natural	Str
Level		HD	Armor		Adj.	Int	Special
5-7		+1	6		+1	6	Improved Evasion, Share Spells, 
Empathic Link, Share Saving Throws
8-10		+2	4		+2	7
11-14		+3	2		+3	8	Command creatures of its kind
15-20		+4	0		+4	9	Magic Resistance

	Paladin Level:	The level of the paladin. If the mount suffers a level drain, treat is as a mount of a lower-level paladin.
	Bonus HD:	These extra eight-sided (d8) Hit Dice, each of which gains a constitution modifier, as normal. Remember that extra Hit Dice improve the mount’s base attack and base save bonuses.
	Natural Armor:	The number listed here is an improvement to the mount’s AC. It represents the preternatural thoughness of a paladin’s mount.
	Str Adj.:	Add this figure to the mount’s Strength score or if you don’t use ability scores for mounts just add the bonuses to all attack and damage rolls.
	Int:	The mount’s Intelligence score.
	Improved Evasion:	If the mount is subjected to an attack that normally allows a saving throw for half damage that dexterity bonuses can apply, it take no damage if it make a successful saving throw and half damage even if the saving throw fails.
	Share Spells: At the paladin’s option, she may have any spell she casts on herself also affect her mount. The  mount must be within 5 feet. If the spell has a duration other than instantaneous, the spell stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if the mount returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “the caster” on the mount (as a touch range spell) instead of on herself. The paladin and the mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
	Empathic Link:	The paladin has an empathic link with the mount out to a distance of up to one mile. The paladin cannot see through the mount’s eyes, but they can communicate telepathically. Even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
		Because of the empathic link between the mount and the paladin, the paladin has the same connection to an item or place that the mount does, just as a master and his familiar.
	Share Saving Throws:	The mount uses its own base save or the paladin’s, whichever is better.
	Command:	The mount’s Command ability is a spell-like ability that it can use at will against other creatures of its kind (for warhorses and warponies, it includes donkeys, mules, and ponies) with fewer Hit Dice tha itself. The mount can use this ability once per day per two levels of its paladin, and the ability functions just like the spell command (for purposes of this spell, the mount can make itself understood by any normal animal of its kind).
	Magic Resistance:	The mount’s magic resistance equals the paladin’s level + 25.